Updated GameSalad Roadmap - September/October 2011

Comments

god and then someone else feels it necessary to mouth off,who mentioned being proud,who mentioned corona,I'm using GS

TheHoogler said:I wouldn't be proud of your age. You sound like a kid who just learned to swear. You seem to have a personal grudge against GS. If you hate a product, you should use a different one. Would you bitch on the company forums if your Charmin toilet paper chaffed your ****? No, you'd go use Corona brand wipes. Stop trying to start fights.

gamedivisionuk said:firstly it was a joke,secondly don't speak to people like that you moron,I'm not a kid I'm a 36 year old grown adult,and i live in the same town as you,so watch your ,plus I'm on your Skype so if've something to say give me call

Edited your post. Use language like that again and ill ban you. You went way beyond dropping the occasional f bomb.

You cannot fully expect that Calvin at time things get heated and thats the word you need to make you point. this is an adult community where kids hang out. if your gonna be here your gonna see it on occasion.

BTW I like you new Signature.

Now back to the main topic.

It's not my fault I never learned to take responsibility for anything.

the most will be like f＊＊＊(i am not swearing now, just an example), nothing worse

Agreed. How ever regarding this topic, Ace called the guy a nob twice, if you are not sure what it means, look it up in the Urban Dictionary. On topic, these forth coming additions are going to be great, especially iap.

I work with code as well but i buy GS's fast delivery of the final product against code's fast loading and very late delivery. I think it is a decision effected by personal circumstances and preferences. But GS does provide you with a decent alternative.

Optimizing helps and also please correct me if i m wrong but when flip image was introduced my current project's slightly heavy animation artwork for every character in both directions was reduced to half & the loading time fell by 40%...and does it really effect the build if the original instructions were in a drag n drop manner?

gamedivisionuk said:ok fair enough jon but using the word nob is also swearing so are you going to threaten to ban him as well as alter his post.hence why i got so angry in the first place i felt offended by his remarks

thank you

If he said to you what you said to him of course i would. But thats not a curse in America and i have no clue what it means. Besides the fact you took it to far by basically calling him out to fight you in person.

tenrdrmer said:You cannot fully expect that Calvin at time things get heated and thats the word you need to make you point. this is an adult community where kids hang out. if your gonna be here your gonna see it on occasion.

nobA derogatory term for an individual or slang for a Can also be used as a verb as slang for sexual intercourse.1. That guy is such a nob!

as you can see this is swearing and derogatory,so therefore permits a warning and removal of the swear words.

thank you

JohnPapiomitis said:If he said to you what you said to him of course i would. But thats not a curse in America and i have no clue what it means. Besides the fact you took it to far by basically calling him out to fight you in person.

Really looking for to the prospect of In App Purchases. Initially when people used to say they wanted it , I didn't really care for it. But having thought over the idea of unlocking levels, tools, characters and the obvious benefits against piracy I can't wait.

I'm really excited about the prospect of making my point and click adventure game 'Dark Asylum' free to play for the first 20 minutes of gameplay and then once they're hooked, give them the option to buy the full game for some dollars.

I might need to rework some of the story to make it work to its best.

HOW WILL IT WORK?It would be great if we could have a clue as to how the in app purchasing will work. Do the purchased additions need to be made as separate games or perhaps separate scenes.

Will it be a simple thing of if they buy a new level or gun it will just turn an attribute to true and the user won't actually be downloading any new content?

Be great to know before (if only a rough guide) so I can build my game ready for it.

Really looking for to the prospect of In App Purchases. Initially when people used to say they wanted it , I didn't really care for it. But having thought over the idea of unlocking levels, tools, characters and the obvious benefits against piracy I can't wait.

I'm really excited about the prospect of making my point and click adventure game 'Dark Asylum' free to play for the first 20 minutes of gameplay and then once they're hooked, give them the option to buy the full game for some dollars.

I might need to rework some of the story to make it work to its best.

HOW WILL IT WORK?It would be great if we could have a clue as to how the in app purchasing will work. Do the purchased additions need to be made as separate games or perhaps separate scenes.

Will it be a simple thing of if they buy a new level or gun it will just turn an attribute to true and the user won't actually be downloading any new content?

Be great to know before (if only a rough guide) so I can build my game ready for it.

Cheers

Jon

True!

Also we need to know how already downloaded games will act? i mean , i have an update to my game 'The Loonimals Toy Box' , it will bring 4 more mini games , so there will be total of 12 ,What i want to do is to make it FREE , and give it with 3 games unlocked , and give the option to purchase each of the rest locked game for 0.99 , or the whole package for 2.99 ,But what happened to all of the costumers that already purchased the app? i dont want their games to be locked , they already paid .

Hi Jon, I too have wondered about the "flavour" of In App Purchasing; and like you, I'm hoping it's the ability to unlock the rest of the game, i.e like big fish games, where users download the full game, just the beginning part free then the ability to unlock the whole game from within it.

Also we need to know how already downloaded games will act? i mean , i have an update to my game 'The Loonimals Toy Box' , it will bring 4 more mini games , so there will be total of 12 ,What i want to do is to make it FREE , and give it with 3 games unlocked , and give the option to purchase each of the rest locked game for 0.99 , or the whole package for 2.99 ,But what happened to all of the costumers that already purchased the app? i dont want their games to be locked , they already paid .

Roy.

The only way I can see that working is if you do an update now that will turn on and save a previously purchased Attribute and then once In-App is available you can have your rules If previously Purchased is true or InApp Purchase is true change New levels to true. etc….

It's not my fault I never learned to take responsibility for anything.

tenrdrmer said:The only way I can see that working is if you do an update now that will turn on and save a previously purchased Attribute and then once In-App is available you can have your rules If previously Purchased is true or InApp Purchase is true change New levels to true. etc….

Yeah thats what i thought , but only after GS tells us how this gonna work , we can confirm that this is the only way , so please GS let us know what is the method we gonna use for IAP so we can prepare our games ahead of time !!

EDIT :I just figured i can use the Device time for this , dont know how yet , but i think i can work something out ..Still , we need some heads up.

P-O-M said:Yeah thats what i thought , but only after GS tells us how this gonna work , we can confirm that this is the only way , so please GS let us know what is the method we gonna use for IAP so we can prepare our games ahead of time !!

EDIT :I just figured i can use the Device time for this , dont know how yet , but i think i can work something out ..Still , we need some heads up.

Roy.

No I think using device time is not a good idea, people will fugues it out and change the time(of course of it is server time it is ok)

Really looking for to the prospect of In App Purchases. Initially when people used to say they wanted it , I didn't really care for it. But having thought over the idea of unlocking levels, tools, characters and the obvious benefits against piracy I can't wait.

I'm really excited about the prospect of making my point and click adventure game 'Dark Asylum' free to play for the first 20 minutes of gameplay and then once they're hooked, give them the option to buy the full game for some dollars.

I might need to rework some of the story to make it work to its best.

HOW WILL IT WORK?It would be great if we could have a clue as to how the in app purchasing will work. Do the purchased additions need to be made as separate games or perhaps separate scenes.

Will it be a simple thing of if they buy a new level or gun it will just turn an attribute to true and the user won't actually be downloading any new content?

Be great to know before (if only a rough guide) so I can build my game ready for it.

Cheers

Jon

I Think, and Hope, that It should be as simple as chaining an Attribute for us to code and to work + having iTunes information like Game center ID.

Again, I Hope so.

But Im really excited on This, already working on a game that will use In app Purchase-